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third_party_mesa3d/src/mesa/drivers/dri/i965/brw_compiler.c

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/*
* Copyright © 2015-2016 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "brw_compiler.h"
#include "brw_context.h"
#include "compiler/nir/nir.h"
#include "main/errors.h"
#include "util/debug.h"
static void
shader_debug_log_mesa(void *data, const char *fmt, ...)
{
struct brw_context *brw = (struct brw_context *)data;
va_list args;
va_start(args, fmt);
GLuint msg_id = 0;
_mesa_gl_vdebug(&brw->ctx, &msg_id,
MESA_DEBUG_SOURCE_SHADER_COMPILER,
MESA_DEBUG_TYPE_OTHER,
MESA_DEBUG_SEVERITY_NOTIFICATION, fmt, args);
va_end(args);
}
static void
shader_perf_log_mesa(void *data, const char *fmt, ...)
{
struct brw_context *brw = (struct brw_context *)data;
va_list args;
va_start(args, fmt);
if (unlikely(INTEL_DEBUG & DEBUG_PERF)) {
va_list args_copy;
va_copy(args_copy, args);
vfprintf(stderr, fmt, args_copy);
va_end(args_copy);
}
if (brw->perf_debug) {
GLuint msg_id = 0;
_mesa_gl_vdebug(&brw->ctx, &msg_id,
MESA_DEBUG_SOURCE_SHADER_COMPILER,
MESA_DEBUG_TYPE_PERFORMANCE,
MESA_DEBUG_SEVERITY_MEDIUM, fmt, args);
}
va_end(args);
}
struct brw_compiler *
brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
{
struct brw_compiler *compiler = rzalloc(mem_ctx, struct brw_compiler);
compiler->devinfo = devinfo;
compiler->shader_debug_log = shader_debug_log_mesa;
compiler->shader_perf_log = shader_perf_log_mesa;
brw_fs_alloc_reg_sets(compiler);
brw_vec4_alloc_reg_set(compiler);
compiler->scalar_stage[MESA_SHADER_VERTEX] =
devinfo->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS);
compiler->scalar_stage[MESA_SHADER_TESS_CTRL] = false;
compiler->scalar_stage[MESA_SHADER_TESS_EVAL] =
devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_TES", true);
compiler->scalar_stage[MESA_SHADER_GEOMETRY] =
devinfo->gen >= 8 && env_var_as_boolean("INTEL_SCALAR_GS", false);
compiler->scalar_stage[MESA_SHADER_FRAGMENT] = true;
compiler->scalar_stage[MESA_SHADER_COMPUTE] = true;
nir_shader_compiler_options *nir_options =
rzalloc(compiler, nir_shader_compiler_options);
nir_options->native_integers = true;
nir_options->lower_fdiv = true;
/* In order to help allow for better CSE at the NIR level we tell NIR
* to split all ffma instructions during opt_algebraic and we then
* re-combine them as a later step.
*/
nir_options->lower_ffma = true;
nir_options->lower_sub = true;
nir_options->lower_fdiv = true;
nir_options->lower_scmp = true;
nir_options->lower_fmod = true;
nir_options->lower_bitfield_extract = true;
nir_options->lower_bitfield_insert = true;
nir_options->lower_uadd_carry = true;
nir_options->lower_usub_borrow = true;
/* In the vec4 backend, our dpN instruction replicates its result to all
* the components of a vec4. We would like NIR to give us replicated fdot
* instructions because it can optimize better for us.
*
* For the FS backend, it should be lowered away by the scalarizing pass so
* we should never see fdot anyway.
*/
nir_options->fdot_replicates = true;
/* We want the GLSL compiler to emit code that uses condition codes */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
compiler->glsl_compiler_options[i].MaxUnrollIterations = 32;
compiler->glsl_compiler_options[i].MaxIfDepth =
devinfo->gen < 6 ? 16 : UINT_MAX;
compiler->glsl_compiler_options[i].EmitCondCodes = true;
compiler->glsl_compiler_options[i].EmitNoNoise = true;
compiler->glsl_compiler_options[i].EmitNoMainReturn = true;
compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
compiler->glsl_compiler_options[i].LowerClipDistance = true;
bool is_scalar = compiler->scalar_stage[i];
compiler->glsl_compiler_options[i].EmitNoIndirectOutput = is_scalar;
compiler->glsl_compiler_options[i].EmitNoIndirectTemp = is_scalar;
compiler->glsl_compiler_options[i].OptimizeForAOS = !is_scalar;
/* !ARB_gpu_shader5 */
if (devinfo->gen < 7)
compiler->glsl_compiler_options[i].EmitNoIndirectSampler = true;
compiler->glsl_compiler_options[i].NirOptions = nir_options;
compiler->glsl_compiler_options[i].LowerBufferInterfaceBlocks = true;
}
compiler->glsl_compiler_options[MESA_SHADER_TESS_CTRL].EmitNoIndirectInput = false;
compiler->glsl_compiler_options[MESA_SHADER_TESS_EVAL].EmitNoIndirectInput = false;
if (compiler->scalar_stage[MESA_SHADER_GEOMETRY])
compiler->glsl_compiler_options[MESA_SHADER_GEOMETRY].EmitNoIndirectInput = false;
compiler->glsl_compiler_options[MESA_SHADER_COMPUTE]
.LowerShaderSharedVariables = true;
return compiler;
}